/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Martin Gräßlin Copyright (C) 2008 Torgny Johansson This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . *********************************************************************/ #ifndef KWIN_SNOW_H #define KWIN_SNOW_H #include #include #include #include namespace KWin { class SnowFlake { public: SnowFlake(int x, int y, int width, int height, int maxVSpeed, int maxHSpeed); virtual ~SnowFlake(); int getHSpeed(); int getVSpeed(); float getRotationAngle(); float getRotationSpeed(); void updateSpeedAndRotation(); int addFrame(); int getHeight(); int getWidth(); int getX(); int getY(); int getFrames(); QRect getRect(); void setHeight(int height); void setWidth(int width); void setX(int x); void setY(int y); private: QRect rect; int vSpeed; int hSpeed; int frameCounter; int maxFrames; float rotationAngle; float rotationSpeed; }; class SnowEffect : public QObject, public Effect { Q_OBJECT public: SnowEffect(); virtual ~SnowEffect(); virtual void reconfigure( ReconfigureFlags ); virtual void prePaintScreen( ScreenPrePaintData& data, int time ); virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data ); virtual void postPaintScreen(); virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ); static bool supported(); private slots: void toggle(); private: void loadTexture(); void snowing( QRegion& region ); bool loadShader(); GLTexture* texture; QList flakes; long nextFlakeMillis; int mNumberFlakes; int mMinFlakeSize; int mMaxFlakeSize; int mMaxVSpeed; int mMaxHSpeed; bool active; GLuint list; bool snowBehindWindows; GLShader* mShader; bool mInited; bool mUseShader; QRegion repaintRegion; bool hasSnown; }; } // namespace #endif